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* dsfa * accessories fix * fixed "has been hit by" message with intent check * sdfa
34 lines
1.1 KiB
Plaintext
34 lines
1.1 KiB
Plaintext
/obj/structure/barricade/wooden
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name = "wooden barricade"
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desc = "A wall made out of wooden planks nailed together. Not very sturdy, but can provide some concealment."
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icon_state = "wooden"
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health = 100
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maxhealth = 100
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layer = OBJ_LAYER
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stack_type = /obj/item/stack/material/wood
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stack_amount = 5
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build_amt = 5
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destroyed_stack_amount = 3
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barricade_hitsound = 'sound/effects/woodhit.ogg'
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can_change_dmg_state = 0
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barricade_type = "wooden"
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can_wire = FALSE
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metallic = FALSE
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/obj/structure/barricade/wooden/attackby(obj/item/attacking_item, mob/user)
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if(istype(attacking_item, /obj/item/stack/material/wood))
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var/obj/item/stack/material/wood/D = attacking_item
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if(health < maxhealth)
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if(D.get_amount() < 1)
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to_chat(user, SPAN_WARNING("You need one plank of wood to repair [src]."))
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return
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visible_message(SPAN_NOTICE("[user] begins to repair [src]."))
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if(do_after(user, 2 SECONDS, src, DO_REPAIR_CONSTRUCT) && (health < maxhealth))
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if(D.use(1))
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update_health(-0.5*maxhealth)
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update_damage_state()
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visible_message(SPAN_NOTICE("[user] clumsily repairs [src]."))
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return
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. = ..()
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